godot/scene/resources/sample_library.h

83 lines
3.5 KiB
C++

/*************************************************************************/
/* sample_library.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SAMPLE_LIBRARY_H
#define SAMPLE_LIBRARY_H
#include "map.h"
#include "resource.h"
#include "scene/resources/sample.h"
class SampleLibrary : public Resource {
OBJ_TYPE(SampleLibrary, Resource);
struct SampleData {
Ref<Sample> sample;
float db;
float pitch_scale;
int priority;
SampleData() {
db = 0;
pitch_scale = 1;
priority = 0;
}
};
Map<StringName, SampleData> sample_map;
Array _get_sample_list() const;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void add_sample(const StringName &p_name, const Ref<Sample> &p_sample);
bool has_sample(const StringName &p_name) const;
void sample_set_volume_db(const StringName &p_name, float p_db);
float sample_get_volume_db(const StringName &p_name) const;
void sample_set_pitch_scale(const StringName &p_name, float p_pitch);
float sample_get_pitch_scale(const StringName &p_name) const;
void sample_set_priority(const StringName &p_name, int p_priority);
int sample_get_priority(const StringName &p_name) const;
Ref<Sample> get_sample(const StringName &p_name) const;
void get_sample_list(List<StringName> *p_samples) const;
void remove_sample(const StringName &p_name);
StringName get_sample_idx(int p_idx) const;
SampleLibrary();
};
#endif // SAMPLE_LIBRARY_H